RimWorld

RimWorld

Cryptorestore Caskets
97 Comments
LST Theunknown May 20 @ 12:16pm 
Nevertheless thank you for creating this mod @vovann012347 :)
LST Theunknown May 20 @ 12:15pm 
Mr. Conspirator Apr 13, 2024 @ 7:05am 
1.5 update?
Kizzycocoa Apr 13, 2024 @ 5:08am 
Will you be updating this for 1.5?
CTH2004 Jul 3, 2023 @ 9:01am 
"- mentally tortures pawns! Enjoy your stay!"

What do you mean? How?
vovann012347  [author] Oct 25, 2022 @ 2:21am 
Will update
Renix Oct 24, 2022 @ 11:56pm 
Does this work for 1.4?
vovann012347  [author] Aug 22, 2022 @ 1:55am 
This is a luciferium restore casket.
It runs a vr routine for a person trapped in with slowly sliding into something like Agony gameplay with pawn in first person experience leading to mental issues with extended periods of time. on the lore side of it.
What it gives (more detailed):
- fixes ANY kind of injury or bad condition including organ regrowth - this is a fit on many playstyles: from humanistic to extreme organ harvesting dark runs
- removes luci addiction and keeps luciferium effect
- latter luciferium part is the main reason why the drawback of making pawn insane is in place (even though pawns go insane ONLY if left there for EXTENDED periods of time)
Dandere Aug 21, 2022 @ 6:59pm 
That effectively kills them. -90 isn't something you can drink a beer about and get over.
vovann012347  [author] Jul 15, 2022 @ 3:22am 
@Dandere yup, lol - this happens if you leave pawns inside for extended periods of time
Dandere Jul 12, 2022 @ 9:51pm 
VelxraTV Sep 11, 2021 @ 2:47pm 
* Colonists will still demand age reversal from using a bio sculptor
vovann012347  [author] Sep 11, 2021 @ 1:32pm 
yup, this mod needs coniguration stuff
VelxraTV Sep 11, 2021 @ 3:28am 
hmm after using this with its "3000 watt" demand when in use. colonists will still age reversal using a bio sculptor. if the power use was dropped to like 450 like the biosculpter and age reversal appealed to the pawns this would really help out the mod. did not test the effects with luciferium.
vovann012347  [author] Jul 24, 2021 @ 3:10am 
Updated
vovann012347  [author] Jul 22, 2021 @ 1:37pm 
Busy with updating another mod, sure will do
Denneisk Jul 22, 2021 @ 12:00pm 
My bad, you'll also have to update the call of "TryStartMentalState" to the new one (add two false arguments on the end).
Denneisk Jul 22, 2021 @ 11:31am 
To update for 1.3: Replace all instances of "CureHediff" with "Cure" in Building_CryptoRestore.
sir Evans May 21, 2021 @ 9:48am 
Sure thing, and thank you for your interest :)
vovann012347  [author] May 20, 2021 @ 10:31pm 
sure, i will get onto it, but later - i am busy with other stuff right now
sir Evans May 20, 2021 @ 4:04pm 
Dear author,
More things to consider:
- pod should be forbiddable. I'm using Save Our Ship and now had to deconstruct pods
- or perhaps there should be a different, separate action for moving pawn/animal to cryptorestore casket instead of basic one :)
vovann012347  [author] May 10, 2021 @ 2:30pm 
Author feedback from using this mod on palythrough - anestetic is not removed so using anestetic prior to inserting [pawn] in cryptosleep keeps pawn from going berserk, animal fix is working good enough so no errors logged. Now i have a luciferium-enhanced horse without any drawbacks, gotta find a use for that horse mow :)
sir Evans May 10, 2021 @ 1:39pm 
Uch, I'm not that good with sending messages on steam, sorry for spamming your comment section :)
I'll let you know if I find anything else :)
vovann012347  [author] May 10, 2021 @ 1:37pm 
you can try to friend and send messages directly - you are never punished for trying
vovann012347  [author] May 10, 2021 @ 1:35pm 
thank you for helping with identifying and fixing bad issues - that WAS extremely useful for everyone using this mod
fixed that error - not every unit has mood and mood-memory tracker, so i accounted for that
sir Evans May 10, 2021 @ 9:05am 
I've added this as I was not sure which one will work and now it is just fine :)

if ((Find.TickManager.TicksGame - enterTime) >= GenDate.TicksPerDay * (1 / refuelable.Props.fuelConsumptionRate))
{
if (pawn.IsColonist || pawn.kindDef.race.Equals("Human"))
{
ApplyPersonalNightmare(pawn);
}
if ((Find.TickManager.TicksGame - enterTime) >= GenDate.TicksPerDay * (2 / refuelable.Props.fuelConsumptionRate))
{
psycheBroken = true;
}
}
sir Evans May 10, 2021 @ 8:31am 
On a side note here:
It worked before the update. So this is something new added recently :)
sir Evans May 10, 2021 @ 8:30am 
Maybe there should be a check if pawn is a humanlike before applying these?
sir Evans May 10, 2021 @ 8:30am 
Got me a log:
JobDriver threw exception in initAction for pawn Shae driver=JobDriver_Open (toilIndex=3) driver.job=(Open (Job_12434623) A=Thing_CryptoRestoreCasket9416029)
System.NullReferenceException: Object reference not set to an instance of an object
at CryptoRestore.Building_CryptoRestore.ApplyPersonalNightmare (Verse.Pawn pawn) [0x00119] in <2e8dcf1ea8f94ef1bef9ebf39420a75a>:0
at CryptoRestore.Building_CryptoRestore.EjectContents () [0x00045] in <2e8dcf1ea8f94ef1bef9ebf39420a75a>:0
at RimWorld.Building_Casket.Open () [0x00009] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.AI.Toils_General+<>c__DisplayClass8_0.<Open>b__0 () [0x00056] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <c36f9493c9844ddaa7fb5c788416098f>:0

Seems like animals cant have personal nightmares? :D
sir Evans May 10, 2021 @ 8:19am 
not sure what mods could interact with animals on cryptorestore casket.
A Dog Said probably aint it. Caravan Packs probably aint it either as this is just xpath patch.
Better Pawn Control perhaps? Hardworking Animals most likely isn't affecting anything.

Meals on Wheels? :D

I'm gonna check.
vovann012347  [author] May 10, 2021 @ 7:04am 
forced eject opens pod regardless of kind of containments, unless you play on 1.1
vovann012347  [author] May 10, 2021 @ 7:03am 
people, what mods are you using? i have both options - open and forced eject
https://docs.google.com/document/d/1BvYBNyTPZAh-4Ik6VaHqHaxMjFwWJZjdRQa_ksWp6Ok
sir Evans May 10, 2021 @ 6:40am 
Yeah, not very obvious solution :D

Still, any news about fixing stuck animals? :)
Anarky May 10, 2021 @ 6:00am 
1,100 hours in and i did not know that
vovann012347  [author] May 10, 2021 @ 5:58am 
anestetic -> put into cryptosleep casket
Anarky May 9, 2021 @ 8:23pm 
How do you put animals in them?
sir Evans May 9, 2021 @ 6:43pm 
I do. I would even more, but animals cannot be ejected or freed from casket at the moment :)
Nothing in the logs, however. Seems similar problem as previously with pawns.
vovann012347  [author] May 9, 2021 @ 12:01pm 
wanna award me? if so - you enjoying using this mod is best award for me :)
sir Evans May 9, 2021 @ 5:38am 
Award is in order, I think. I've been using this mod since its inception and original author didn't cared much about improving on concept or listening to suggestion.

You, sir, do a better job with this mod than its original creator. Kudos.
vovann012347  [author] May 8, 2021 @ 9:53am 
well, yup, this is made for compat with mechanoid races or pawns also
Anarky May 8, 2021 @ 7:50am 
you can put mechanoids in them too? That i did not know. Though i dont see the point. It might be a bug conflict im not sure but my droids end up having their skills degrade over time when they level up their skills go down.
sir Evans May 8, 2021 @ 6:59am 
I must have missed this, can I put my bionic-god-elephant in there somehow? I guess put them to sleep first? :)
Niceeeee, let me try.
vovann012347  [author] May 8, 2021 @ 6:46am 
anything that you put in will age down to highest lifestage - mechanoids will age down to "freshly constructed" 0-year life stage
sir Evans May 8, 2021 @ 6:46am 
Ok, that's great, thanks.
vovann012347  [author] May 8, 2021 @ 6:45am 
sorry, 18 - highest lifestage for human is 18, you can check it yourself at Rimworld\Data\Core\Defs\ThingDefs_Races\Races_Humanlike.xml -> human -> lifestageages
Anarky May 8, 2021 @ 6:28am 
Mine went back to 18 too
sir Evans May 8, 2021 @ 6:23am 
Ok, good to know. Could you make sure it works as intended tho? My colonist was rejuvenated back into her 18teens :)
vovann012347  [author] May 8, 2021 @ 3:19am 
Current cutoff is last age stage for species + 30 life ticks - it was not changed since publish (mechanoids have 0 ticks at last stage - reason for +30 ticks stuff), humans get 19 years (from human race defs)
sir Evans May 7, 2021 @ 6:53pm 
More info from testing, seems like age is dropping below 20? What is the cut-off now?
vovann012347  [author] May 7, 2021 @ 1:56pm 
also, anarky - try to incapitate or shock them by any means or deep-freeze that room so pawns will get downed with no risk
aanyway - that behavior will be changed to random mood break with more settings